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Camera and widescreen codes

These Action Replay codes change how the overworld looks: a 16:9 widescreen view, real 3D inside buildings, a lower or steeper camera angle, or a camera you tune yourself. They are optional and change the view. Widescreen also adjusts the 3D player model in the Bag. Forced camera presets can persist in your save until you change maps, as explained below.

  1. Add a code in your emulator’s cheat menu (melonDS and DeSmuME: Action Replay codes), or in your flashcart’s or TWiLight Menu++’s cheat list.
  2. Turn the code on. The camera changes the next time you go through a door or load your save, not instantly.
  3. To go back to normal, turn the camera code off and go through a door. For widescreen, disable ON, enable OFF, set your emulator’s top screen back to 4:3, then go through a door or reload your save.

You can combine widescreen with one camera code. Use only one camera code at a time.

Shows more of the world on the left and right. Set your emulator’s top screen to 16:9 as well; otherwise the picture looks squeezed.

Route 1 in the original 4 view and with the widescreen code, stretched to 16

Widescreen ON

52023640 00001555
02023640 00001C72
D2000000 00000000

Widescreen OFF (back to 4:3)

Disable the ON code first; never enable both together. Set your emulator’s top screen back to 4:3, then go through a door or reload your save.

52023640 00001C72
02023640 00001555
D2000000 00000000

The code adjusts the 3D projection, including the overworld and the player model in the Bag. 2D graphics on the top screen are stretched by your emulator’s 16:9 display setting.

Houses, Pokémon Centers, Poké Marts and almost every other interior use a flat camera: the room is drawn without perspective, so it looks 2D. Players have reported that some emulator renderers (a recent melonDS test build with Vulkan) draw these rooms wrongly. These codes give interiors a real 3D camera. Routes, towns, caves and the gyms with their own camera angle are not changed.

A Poké Mart with the original flat camera, real 3D with the same framing, and the outdoor camera

Real 3D, same framing. This looks almost like the original, with a little depth on walls and shelves:

521E9C54 B084B5F8
02205448 02810000
022055D4 02810000
D2000000 00000000

Outdoor camera indoors. Rooms are shown at the same angle and distance as routes and towns:

521E9C54 B084B5F8
0220543C 0029AEC1
02205440 0000DD62
02205448 05C10000
02205450 004B0000
022055C8 0029AEC1
022055CC 0000DD62
022055D4 05C10000
022055DC 004B0000
D2000000 00000000

The game has 17 built-in camera presets. Most outdoor maps use preset 00; a few gyms, towers and the Battle Frontier have their own. This code makes every map use the preset you choose. Replace XX with a preset number from the pictures below:

621CFF30 00000000
B21CFF30 00000000
20001308 000000XX
D2000000 00000000

Outdoors (Route 1):

  • Route 1 with camera preset 00
    00 normal outdoor camera
  • Route 1 with camera preset 01
    01 Violet Gym
  • Route 1 with camera preset 02
    02 lower angle (Goldenrod Gym)
  • Route 1 with camera preset 03
    03 very low (Lighthouse)
  • Route 1 with camera preset 04
    04 flat interior camera
  • Route 1 with camera preset 05
    05 Azalea Gym
  • Route 1 with camera preset 06
    06 slightly lower
  • Route 1 with camera preset 07
    07 Pokéathlon Dome
  • Route 1 with camera preset 08
    08 Battle Frontier
  • Route 1 with camera preset 09
    09 top-down (Vermilion Gym)
  • Route 1 with camera preset 0A
    0A wide lens (Whirl Islands)
  • Route 1 with camera preset 0B
    0B unused
  • Route 1 with camera preset 0C
    0C Lugia’s cave
  • Route 1 with camera preset 0D
    0D Bell Tower roof
  • Route 1 with camera preset 0E
    0E most top-down (Fuchsia Gym)
  • Route 1 with camera preset 0F
    0F flat (Dance Theater)
  • Route 1 with camera preset 10
    10 Battle Tower

Inside buildings (a Poké Mart):

  • a Poké Mart with camera preset 00
    00 normal outdoor camera
  • a Poké Mart with camera preset 01
    01 Violet Gym
  • a Poké Mart with camera preset 02
    02 lower angle (Goldenrod Gym)
  • a Poké Mart with camera preset 03
    03 very low (Lighthouse)
  • a Poké Mart with camera preset 04
    04 flat interior camera
  • a Poké Mart with camera preset 05
    05 Azalea Gym
  • a Poké Mart with camera preset 06
    06 slightly lower
  • a Poké Mart with camera preset 07
    07 Pokéathlon Dome
  • a Poké Mart with camera preset 08
    08 Battle Frontier
  • a Poké Mart with camera preset 09
    09 top-down (Vermilion Gym)
  • a Poké Mart with camera preset 0A
    0A wide lens (Whirl Islands)
  • a Poké Mart with camera preset 0B
    0B unused
  • a Poké Mart with camera preset 0C
    0C Lugia’s cave
  • a Poké Mart with camera preset 0D
    0D Bell Tower roof
  • a Poké Mart with camera preset 0E
    0E most top-down (Fuchsia Gym)
  • a Poké Mart with camera preset 0F
    0F flat (Dance Theater)
  • a Poké Mart with camera preset 10
    10 Battle Tower

Good choices:

Preset What it looks like
00 the normal outdoor camera, in buildings too
02 a lower angle (40° instead of 49°)
06 slightly lower, sees a bit further
09 steeper, more top-down
0A close-up with a wide lens
03 very low and cinematic; you see the edge of the loaded map

04 and 0F are the flat interior cameras. Numbers above 10 don’t exist: don’t use them.

Pick where the camera changes, start from a preset and move the sliders. Then copy the code into your cheat list.

Route 1 with the original camera, preset 02 and a custom 35° tilt

  • Tilt is how far the camera looks down. The normal camera tilts 49°; lower values show more of what lies ahead.
  • Distance zooms in or out. Field of view works like a camera lens: wider shows more, with stronger perspective.
  • Draw distance: raise it when you lower the tilt or zoom out, or far-away ground gets cut off.
  • The game only loads the area around you. Very low angles and big zoom-outs show the edge of the map, and people may appear late.
  • These codes were tested in an emulator (DeSmuME) on the English patch. They use standard Action Replay code types, but they have not been tested in melonDS, on a DS or with TWiLight Menu++ yet. If you try them there, please tell us how it went.
  • The interior and preset codes change the overworld camera. Widescreen changes a shared 3D setting, including the Bag model. Tested wild battles and returns to the overworld worked with both code types; this is not an exhaustive test of every battle or animation.
  • The first line of the building and custom codes (521E9C54 B084B5F8) is a safety check: it makes sure the code only writes while you are in the overworld. Keep it.

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